[0:00] the frame meter in Street Fighter 6 is [0:03] an extremely powerful tool that has [0:06] never been seen before in a fighting [0:07] games training mode this video will help [0:10] you understand what you are seeing and [0:12] the information you can get from it in [0:14] great detail if you want a quicker [0:17] summary of what the frame meter is there [0:19] is a shorter video on this channel that [0:21] you can search for as well [0:24] to begin we have to understand that a [0:26] frame is simply a measurement of time [0:29] literally you can think of frames in the [0:32] same way as animation frames fighting [0:35] games such as Street Fighter 6 process [0:37] all of its information at a rate of 60 [0:40] frames per second regardless of the [0:43] refresh rate of your monitor so a frame [0:46] is essentially just a unit of time [0:48] equaling 1 60th of a second [0:51] each box in the frame meter represents [0:55] that 1 60th of a second AKA a single [1:00] frame if we slow this down you can see [1:04] how the animations of Ryu change at each [1:07] frame so what this Frame meter is [1:10] showing us is essentially just how long [1:13] a move lasts when performed [1:16] one of the most important pieces of [1:17] information we can get from the frame [1:19] meters comes from what each of the [1:21] different colors in the boxes represent [1:24] in almost every fighting game a move is [1:27] comprised of three parts one the startup [1:30] frames which is all of the frames of a [1:33] move before the move can actually hit an [1:35] opponent two the active frames which are [1:39] the frames of a move that can actually [1:41] contact and hit the opponent M3 recovery [1:45] frames the follow-through of an attack [1:48] that has to be completed before the [1:50] character is free to perform another [1:52] action [1:54] it's pretty clear now that the colors [1:56] shown in the frame meter represent these [1:58] three states the green boxes are the [2:00] startup frames the red ones are the [2:03] active frames and the blue boxes are the [2:05] recovery frames now if we look at the [2:08] frame meter Legend provided in the game [2:10] itself they list these colors more [2:13] specifically as counter State hitbox [2:16] appearance period and punish counter [2:19] State this is because traditionally in [2:22] many modern fighting games when you are [2:25] hit during a startup frame the opponent [2:28] is typically rewarded with a counter hit [2:31] and this holds true for Street Fighter [2:33] 6. however when struck during your [2:36] recovery frames this is referred to as a [2:39] punish and Street Fighter 6 has turned [2:42] this into a full-fledged mechanic called [2:45] punish counters thus in the in-game [2:48] frame meter Legend startup frames are [2:51] referred to as counter State and [2:53] Recovery frames are listed as punish [2:56] counter state [2:58] uh as an aside uh getting hit out of [3:00] active frames also registers as counter [3:03] hits in Street Fighter 6. uh this [3:06] actually wasn't the case in streets in [3:08] in previous Street Fighter games like [3:09] Street Fighter 5 and Street Fighter 4. [3:12] now obviously some moves can hit more [3:15] than one time this is also represented [3:17] on the frame bar as you can see in this [3:20] example reuse heavy spin kick AKA The [3:23] Heavy Tatsu can hit three times so [3:26] you'll see during the progress of the [3:28] frame meter filling up three separate [3:31] chunks of red boxes this is for each [3:33] time the move can hit reuse medium Tatsu [3:36] can only hit twice and the light Tatsu [3:38] can only hit once and you can see that [3:41] easily here you'll notice that the areas [3:43] in between each hit are considered [3:46] punish frames by their blue color so if [3:50] you do get hit out of those the opponent [3:52] is rewarded with a punish counter this [3:55] won't always be the case uh it'll be a [3:57] move by move basis but this will be true [4:00] of the majority of multi-hitting moves [4:04] so now that you know what the three main [4:06] colors are this also explains what most [4:09] of the numbers you see are on the frame [4:12] meter itself they're counting the frames [4:15] for you for this particular attack there [4:18] are 11 startup frames so you see 11 [4:21] written on the frame meter at the end of [4:23] the green startup frames [4:25] on the other side there are 20 recovery [4:28] frames for this move so 20 is written at [4:31] the end of the blue recovery frames also [4:34] when a move ends the game draws a light [4:36] blue end bracket on the last frame so [4:39] you could more easily see when a move [4:41] ends and we'll see what this is for in a [4:44] bit [4:45] however above the frame meter you'll see [4:48] more data [4:50] startups should seem obvious but you'll [4:53] notice that the startup always seems to [4:56] be one larger than the number written on [4:58] the frame meter itself [5:00] in this case the frame meter reads 11 [5:02] and the startup is listed as 12 frames [5:05] that's because when describing a move [5:07] startup it has become convention in the [5:10] fighting game Community to list the time [5:12] it takes to get to the first active [5:15] frame as a move startup so it's always [5:18] the total number of startup frames plus [5:21] one for the first active frame the [5:24] reason for this is easier calculations [5:26] for Combos and punishes but you don't [5:28] need to know the reason for now just [5:30] keep in mind that startup listed up here [5:33] will always be one larger than the total [5:36] number of actual startup frames [5:39] it's confusing yes uh but it's too late [5:42] to go back 15 years and change history [5:45] uh when the community decided to go this [5:47] route it's now convention and thankfully [5:50] Capcom went with our community's [5:53] convention the more you play fighting [5:55] games the more you'll learn that knowing [5:57] the startup of moves is super important [5:59] so it being listed here is very helpful [6:04] total frames is just that how many [6:06] frames your move takes from start to [6:08] finish nothing crazy to explain here [6:10] however recovery data that you see here [6:13] is not the count of recovery frames uh [6:17] like the number that you see written on [6:18] the frame meter for now just keep this [6:22] label in mind uh it will be explained [6:24] later on in this video [6:27] so obviously up to this point I've been [6:30] ignoring the fact that there are [6:31] actually two bars on the screen well the [6:35] top bar represents the first player the [6:37] character you are typically controlling [6:39] in training mode the Bottom bar [6:41] represents the second player typically [6:44] the training dummy [6:46] okay [6:47] this is very important so listen [6:51] carefully [6:52] literally the boxes directly above and [6:56] below each other represent the exact [7:00] same moment in time so if both [7:04] characters are performing something you [7:06] can see exactly what state both [7:09] characters were in at any given specific [7:13] frame which again is just a moment in [7:18] time [7:19] in this example here you can see that [7:22] Luke starts his move four frames before [7:24] Ryu does [7:26] so that's why you'll see four empty [7:28] boxes in reusebar representing that he [7:31] wasn't performing any move for those [7:34] four frames his bar starts to fill up [7:37] with information part way through the [7:39] bar once he actually starts his move and [7:43] you can see the exact moment Ryu starts [7:45] in comparison to Luke thanks to these [7:48] Frame data bars again when two actions [7:51] are occurring at the same time each [7:53] column of boxes match the exact moment [7:57] in time [7:59] so understanding that each column is a [8:01] moment in time is even more important [8:04] when it comes to the concepts of hitstun [8:07] and block stun [8:09] every move when contacting the opponent [8:12] causes a predetermined fixed amount of [8:16] hits done which is the amount of time a [8:19] character reels when struck and a fixed [8:22] amount of blocks done which is the [8:25] amount of time a character is stuck in [8:27] guarding state after blocking an attack [8:30] a single attack in Street Fighter 6 well [8:33] 99 of the time have different lengths of [8:36] hit stun and block stun with blocks done [8:39] being shorter than hitstun but both mean [8:43] that the opponent is stuck in that state [8:46] until the hits done or block stun ends [8:51] this is what the Yellow Boxes represent [8:55] periods of time a character is stuck in [8:59] either hit stun or block stun as you can [9:02] see here as soon as Ryu reaches his [9:05] first active frame AKA a red box and [9:09] hits Luke Luke's frame meter now starts [9:13] to fill up with yellow boxes starting at [9:16] the same time as that first Red Box [9:18] indicating that he is now beginning his [9:21] period of hit stun [9:23] then Ryu completes his move afterwards [9:25] and Luke goes through the predetermined [9:28] length of hit stun but you'll notice [9:31] something [9:32] Ryu finishes his move [9:35] before Luke finishes his period of hits [9:37] done [9:38] this means Ryu can act for four frames [9:43] before Luke can this is what we refer to [9:47] as being Plus in this situation on hit [9:51] Ryu is plus four [9:55] but let's see what happens when Luke [9:58] blocks the same move the block stun is [10:01] shorter than the hit stun so Luke [10:04] actually recovers much quicker four [10:06] frames before Ryu in fact so this time [10:10] Luke can act for four frames before Ryu [10:14] this is what we refer to as being minus [10:17] in this situation Ryu is minus four [10:22] keep in mind whatever we call the [10:24] situation for one character it's the [10:26] exact opposite for the other character [10:28] Ryu being plus four means Luke is minus [10:31] four were you being minus four means [10:33] Luke is plus four [10:36] so remember the recovery label I told [10:39] you to remember [10:40] that's the information this label gives [10:43] you how plus or minus you are after your [10:46] action completes as you can see here [10:49] after heavy punch Ryu is -2 but at the [10:53] bottom Luke is listed as plus two this [10:56] is because Luke can act for two frames [10:58] before Ryu however after heavy kick Ryu [11:02] is plus one and Luke is minus one so in [11:06] this instance Ryu can act one frame [11:08] before Luke [11:10] so the game counts the advantage for you [11:12] and displays it here very conveniently [11:15] under recovery [11:18] now before we keep going uh there's a [11:20] couple of clarifications here because [11:22] I'm sure these questions will come up [11:24] um one when a move connects there are [11:27] some frames of Animation where the frame [11:29] meter doesn't fill up at all uh these [11:32] are referred to as hit stop uh or block [11:35] stop even though the game animates a few [11:38] frames at the point of impact the game's [11:42] internal clock has technically Frozen [11:44] time you can see this because the frame [11:47] meter doesn't change during this period [11:49] these periods of freeze are there to [11:53] create a more impactful feel for the [11:56] moves uh for just visual appeal as well [11:59] as giving players more time to react to [12:02] hits for confirms as cancels but they do [12:05] not count for Frame data at all and uh [12:09] the second clarification is that at [12:11] times the frame meter clearly shows that [12:14] a move has completed but you can still [12:16] see the character animating before [12:18] returning to their Idol animation why [12:21] don't those frames count as recovery [12:24] well many moves in Street Fighter 6 have [12:26] extra recovery animation frames that are [12:29] simply for style or to make sure the [12:32] moves look natural animation wise when [12:35] they complete however if you press a [12:37] button or hold a direction on any of [12:40] these extra recovery frames you will [12:42] immediately cancel the animation and do [12:44] whatever you want but until the frame [12:47] meter puts that little end bracket on [12:50] the bars those recovery frames are very [12:53] real and cannot be interrupted [12:56] now the frame meter doesn't have to [12:58] represent only a single action in fact [13:01] you can stitch moves in succession and [13:04] they'll be properly displayed on the [13:06] frame meter one after another here you [13:09] see Ryu do two standing medium punches [13:11] and both are displayed in the bar back [13:13] to back [13:14] remember the light blue closed bracket I [13:17] mentioned earlier well this is why they [13:20] have it so you can more easily see when [13:22] one move ends and the next one starts [13:24] however since you can cancel some normal [13:27] attacks into special moves the normal [13:30] attack technically never ends and you'll [13:33] literally see these special moves data [13:35] overwrite the normal moves data in the [13:37] frame meter at the moment of the cancel [13:40] also if a sequence happens to last [13:43] longer then the frame meter can display [13:45] it simply wraps around and draws on top [13:48] of the previous information [13:51] this isn't for any reason other than [13:53] there's really no other way they could [13:55] have displayed this in the limited [13:57] amount of screen space they had without [13:59] inundating the screen with bars [14:02] everywhere uh there's already enough [14:05] information on the screen as it is [14:09] and speaking of already enough [14:11] information as it is the intention of [14:14] this video was also to show how the [14:16] frame meter can clearly illustrate the [14:19] concept of turns in fighting games as [14:22] well as showing you how to use the frame [14:24] meter to come up with new combos or to [14:27] figure out how combos work [14:29] however I'll potentially be saving this [14:32] for a part two of this video that I [14:35] might produce in the future please let [14:37] me know in the comments if this is [14:39] something you'd love to see and I'll get [14:42] started on it right away [14:44] now before we call it a day here there [14:47] are a few more colored boxes you'll see [14:49] in the in-game frame meter Legend and I [14:52] just want to explain what those are for [14:56] many actions there are states in which [14:58] you are committed to the action but are [15:01] not actually in a counter hit state or a [15:04] punish counter State these actions are [15:07] typically movement based such as dashes [15:11] and jumping for these actions they use a [15:14] light blue box to represent that you are [15:16] committed to an action but getting hit [15:19] out of them results in just a normal hit [15:22] not any sort of counter [15:25] many moves in this game are also able to [15:27] absorb hits universally Drive Perry's [15:31] and drive impacts can absorb hits and [15:34] not be stopped characters like mariza [15:37] have a bunch of armor on a bunch of her [15:40] attacks as well that can also absorb [15:43] hits these frames are represented by [15:46] purple boxes in the frame meter so if [15:49] you ever feel like you hit the opponent [15:51] and they went right through it you can [15:53] double check with the frame meter to see [15:55] if the move actually has armor in Street [15:58] Fighter 6 like in Street Fighter 5 there [16:02] are various forms of invincibility in [16:04] the game some moves are invincible to [16:06] literally everything some are only [16:09] invulnerable to projectiles and some are [16:12] invincible to everything except [16:14] projectiles any type of invincibility is [16:18] represented in the frame meter as [16:20] striped boxes most characters have a get [16:24] off me move that when you use the [16:26] overdrive AKA EX version of the move it [16:30] has actual invincibility and cannot be [16:33] hit at all such as reuse OD shodokin aka [16:38] the ex Dragon punch the frame meter [16:41] displays this with a striped gray and [16:43] white box that shows you that you cannot [16:47] be hit out of these frames at all [16:52] also it's almost Universal in the game [16:54] that level one supers can go through [16:57] attacks but cannot go through [17:00] projectiles these kind of moves are [17:03] referred to as strike invincible and [17:06] these frames are represented in the [17:08] frame meter as striped red and white [17:10] boxes [17:11] and finally some characters have moves [17:14] that just go through projectiles and [17:17] only projectiles uh Ken's heavy shot you [17:20] can for example is designed to be able [17:22] to pass through projectiles and has even [17:25] more projectile invincibility when done [17:27] from his command Dash you can see here [17:30] how the projectile invincibility frames [17:32] allow it to pass right through reuse [17:35] Fireball [17:37] now it should be noted that the initial [17:39] active frames seem to also contain [17:41] projectile invincibility but because [17:44] they can only display one color at once [17:46] they prioritize showing the active frame [17:49] over it being projectile Invincible they [17:52] could have created yet another color but [17:54] I think that probably would have gotten [17:56] a little too confusing and just to show [17:59] you an example uh of it only being [18:01] projectile Invincible here is an example [18:05] of it trading with another strike [18:09] there are actually more types of [18:11] invincibility that are not listed in the [18:14] frame meter which is unfortunate but as [18:18] I said they were probably worried about [18:19] making it more complex than it already [18:22] is uh but moves that for example are [18:25] invincible to Airborne attacks or moves [18:28] that are invincible only to throws are [18:31] not properly represented here in the [18:33] frame meter perhaps a future patch may [18:36] add that in or maybe even the release [18:38] version already has it we'll find out [18:41] soon enough [18:43] finally attacks that are just [18:45] projectiles get their own color boxes [18:48] that are colored orange are simply [18:50] periods of time when a projectile can [18:53] hit during the move but keep in mind [18:56] some moves like reuse hashogeki AKA his [19:00] palms strike look like a normal physical [19:03] strike but actually count as a [19:06] projectile that's why you see reuse [19:09] active frames here being orange instead [19:12] of red that means that strike Invincible [19:15] moves you know with the red and white [19:17] stripes will actually get hit by this [19:20] but projectile Invincible moves with the [19:23] orange and white stripes will go right [19:26] through it [19:27] also these kind of moves cancel out [19:30] other projectiles like we see were you [19:33] doing here versus Luke's sandblaster [19:37] I hope this video has been helpful in [19:39] helping you learn what the frame meter [19:41] is used for again there's so much more [19:45] you can do with it and the intention was [19:47] to include all of it here but I didn't [19:50] want to make this video too long so if [19:53] the demand is there for it leave a [19:55] comment below and let me know that you [19:57] want to see a part two explaining how [19:59] the frame meter can help you understand [20:01] turns and help you figure out Combos and [20:05] find out what works as a combo for your [20:08] character [20:09] in any case thanks for watching find me [20:11] on twitch.tv slash Jay chenzor where I [20:15] will be streaming a lot of Street [20:17] Fighter 6 and I love helping viewers [20:20] improve at fighting games especially [20:22] beginners so please stop by say hi and [20:26] ask me all the questions also I have a [20:29] series of educational videos coming out [20:31] for beginners as well so do a search for [20:35] First Attack 2023 uh here on this [20:39] channel all right make sure to like And [20:41] subscribe click the little bell icon so [20:44] you get notified whenever a new video [20:45] drops peace out and take care